/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h
Returns the player state that matches the passed in online id, or null for an invalid one. This will work on both the client and server for local and remote players.
static [APlayerState](API\Runtime\Engine\GameFramework\APlayerState) * GetPlayerStateFromUniqueNetId ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const [FUniqueNetIdRepl](API\Runtime\Engine\GameFramework\FUniqueNetIdRepl) & UniqueId )